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Showing content with the highest reputation on 12/20/2019 in Posts

  1. 2 points
    I have been very busy, but I will try to send to both of you this weekend.
  2. 1 point
    View File TSL - AI Upscaled Icon Overhaul This mod contains 4x upscaled versions of pretty much every icon in the game. Just download, unzip and drag all the 1000+ Files into your override. This save game collection by chAinz.2da was used to take in game screenshots , All the files are in .tga format so no need to worry about that! The Types of Icons that are in this mod include, Force Power Icons Feat Icons Behavior Icons Saber & Force Form Icons Upgrade Part Icons & Workbench upgrade slot Icons Saber Crystal Icons Weapon, Mask, Belt, Gauntlet, Energy Shield, Medpac, Repair Kit, Stimulant, Implant & Mine Icons And a helluva lot more! (literally 1216 Files) ================================ And I really hope you guys like this mod! ================================ This mod should not be incompatible with anything that doesn't edit the same files. If you already have mods that edit icons, just choose the ones you prefer and keep them.😉 Submitter Pramod Marlon Submitted 12/17/2019 Category Mods TSLRCM Compatible Yes  
  3. 1 point
    Batman and Robin was shorter. One up for Batman and Robin - a phrase I never thought I'd ever be saying.
  4. 1 point
    This was one the word that I came to when trying to encapsulate what I just saw when leaving the theater for 930 AM showing. (As predicted, my wife dragged me there.) So . . . rushed. Rather than dwell on the avalanche of deserved ire that this movie will earn, I'd rather be thankful that this community here exists so we can remember what we like about all of this. KOTOR. KOTOR now. KOTOR forever.
  5. 1 point
    At best it is an average ending to a disappointing and chaotic trilogy and a desperate attempt to fix what was ruined by the 8th. TRoS repeats the pattern of previous two though - it answers its questions while posing another (unanswered ones), uses original cast more as marketing tools than 'childhood legends', completely disregards prequel material, seems to be more rushed than AoTC and TSL put together and its plot is so unoriginal it is actually funny. Music is cool, so are visuals but there is and was no plan, I have no idea what was disney story team thinking but clearly neither do they. It has to be said though that it verges on impossible to bind all the plot lines of the previous 8 movies and at the same time make a good 2 h movie that has its own story and action. In the end from a trilogy that had limitless potential we got ANH remake, some wannabe-edgy movie that has no plot, shits on things established by the predecessors and is the longest one with most filler material while those nearly 3 hrs could be better spent story and character-wise and the grand finale that is just an okay adventure movie that turns into bombastic epic battle packed with easter eggs with not much feeling nor explanation or sense behind it. It could have turned out better had one director ran all three movies - in terms of the story, style and vision. But it could've been worse I guess.
  6. 1 point
    Hahaha it was terrible. So-bad-it's-funny though, so it's not all bad. Much worse than TLJ. I defended some stuff in TLJ, there's nothing really to defend in this one.
  7. 1 point
    No problem! This cleared things up, thanks! Fairly certain it's based on the PC XP-level (e.g. 45,000XP is XP-level 10, even if you haven't leveled past 1), even when the PC isn't in the party. For example, when you take control of T3 on Peragus, there's no point in killing anything since the XP isn't added to the PC's XP in the global variable table. However, I just set my PC to level 10 in the Administration Level and continued on to T3 in the Hangar Bay. The enemies are level 9. This is consistent with my other game results that show a level 10 character spawns level 9 enemies. T3 is level 9, so the enemies should be level 8 max if they were based on him.
  8. 1 point
    I would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
  9. 1 point
    I couldn't file the cause of the error (I think it's an error in the source code, not in the scripts) but I did came out with an workaround, if anyone is curious, here is what I did: on the jump file (onjump.ncs), the script checks if the player is already fying, if he is, it returns 0, what I did was changing that behavior to simply accelerate the player downwards. The issue with that is that a player can cheat that way, as in, interrupting the jump earlier, but, I'd rather not use it that way, and be able to race when it bugs. IF there is interest, I can polish it and publish a mod of that (or even a better solution)
  10. 1 point
    Belated thanks for posting this, as it really helped me work out how the autobalance system works for enemy stats. I've collected data for enemies in each of the five sets for levels 1-50 when compiling information for the recently created Autobalance page of StrategyWiki's Star Wars Knights of the Old Republic II: The Sith Lords guide. While the calculations on that page match all values I found empirically, I doubt they're the actual functions used since it seems more likely they'd always round down or truncate values, and that they would use the same function for all five sets: if you, or someone else reading this who's more knowledgeable or mathematically inclined than I am, can see a common function or calculation where mine currently differ, please let me know. I gathered data from the following enemies, viewing values logged in the Combat section of the Journal's Messages Log, and character templates using KotOR Tool (which set they belonged to was determined by the value displayed in the Multiplier Set field of the Advanced tab): Set 1: Sith Commando (n_sithcmndo001.utc) in Trayus Crescent (905MAL_s.rim) Set 2: Sith Assassin (g_sithass002.utc) in Trayus Crescent (905MAL_s.rim) Set 3: Sith Marauder (g_darkjedi007.utc) in Trayus Crescent (905MAL_s.rim) Set 4: Lightsaber Floating (n_lightsaber001-003.utc) in Trayus Core (904MAL_s.rim) Set 4: Darth Sion (n_darthsion002.utc) in Trayus Academy (903MAL_s.rim), only for levels 16-50 Set 5: Greater Storm Beast (c_stormbeast004.utc) in Malachor Depths (902MAL_s.rim) Set 5: Darth Traya (n_darthtraya001.utc) in Trayus Core (904MAL_s.rim), only for levels 30-50 Level For all sets, level = class level(s) + rounddown(main level * 0.75) - 1: since enemies normally only have class level 1, this normally simplifies to rounddown(main level * 0.75). The easiest way to determine enemy level is to edit the savegame of a level 1 character to add Force Resistance or Immunity beforehand, then warp to the location of a Force user and activate it before engaging, and view the level logged when enemy Force powers roll against it afterward. Level can also be derived from feat or Force power DC, if you know everything else that contributes to it (like attribute bonuses, which can be found in the character template). Vitality Base Vitality multiplier can be calculated as follows: Sets 1-3: max(rounddown((main lvl + 1) * 0.65) - 1; 1) Set 4: max(round(main level * 0.7) – 1; 1) Set 5: max(round(main level * 0.8) – 1; 1) I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. Maximum Vitality was normally determined using Kill: if two failed saves killed, then this equaled damage inflicted every 2 seconds times 6 (since 1/6 * 3 * 2 = 1). Otherwise, Force powers or grenades with set damage can be used, and a character will normally inflict 1 damage with unarmed attacks after editing to set Strength to 3 and remove Unarmed Specialist feats, or anything else that would increase damage. For enemies, the maximum Vitality calculation can be simplified to (base * multiplier) + (level * (CON + Toughness)): HitDie(classes.2da)/Levelup only seems to be added for your character and party members. All my normal test subjects only had class level 1 (so no level ups), but I'd found a Cannok (c_cannok01.utc) in the Restoration Zone (231TEL_s.rim) that was a level 4 Minion in set 3 with 190 Vitality at level 10: Base Vitality: 30 Multiplier: 6 = max(rounddown((10 + 1) * 0.65) - 1; 1) Level: 10 = 4 + rounddown(10 * 0.75) - 1 CON: +1 = (12 Constitution - 10) / 2 Maximum Vitality: 190 = (30 * 6) + (10 * 1) Hitdie for Minion in classes.2da is 10, but even though the Cannok was level 4 this didn't affect its maximum Vitality (unless I've calculated incorrectly). Defense Set 1: rounddown(main * 0.6) Set 2: roundup(main * 0.7) - 1 Set 3: rounddown(main * 0.8) Set 4: roundup(main * 0.9) - 1 Set 5: main level Again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to class bonus in the Defense Breakdown logged, so for classes that receive a bonus at level 1 (Scoundrel and Droid classes, Jedi and Prestige classes), 2 should be subtracted from the displayed value to determine the autobalance bonus. Attack Sets 1-2: roundup(main level * 0.9) - 1 Set 3: roundup(main level * 0.95) - 1 Set 4: main level Set 5: rounddown(main level * 1.1) Yet again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to base in the Attack Breakdown logged, so class level(s) should be subtracted from the displayed value to determine the autobalance bonus. The previously mentioned Cannok in the Restoration Zone that was a level 4 Minion in set 3 had base 13 at level 10, and 4 + roundup(10 * 0.95) - 1 = 13. Damage Base damage multiplier can be calculated as follows: Sets 1-5: max(roundup((main level - 1) * damagemult); 1) The output from this function corresponded to all the empirical data collected, while rounddown((main level - 1) * damagemult) + 1 did likewise in all but one case, at level 41 for set 5 (base damage multiplier was still 7, not 8, for both the Greater Storm Beast (base 10-60) and Darth Traya (base 2-20): obviously, as the only exception I checked this multiple times): interestingly, this is the only level at which the output is a whole number since (41 - 1) * 0.175 = 7. For both Damage and Vitality, I'd expect the actual function used to be more like multiplier = 1 + (level * mult), where (level * mult) can be 0 at lower levels. Saves Set 1: rounddown(main level * 0.8) Set 2: roundup(main level * 0.9) - 1 Sets 3-4: main level Set 5: roundup(main level * 1.05) - 1 And yet again, I doubt these are all the actual functions used, but their output corresponds to all the empirical data collected. This bonus is added to base in the saving throws logged, which is the sum of attribute, character, class and Conditioning bonuses, so those needed to be subtracted to determine the autobalance bonus.
  11. 0 points